Admiral Kutzov
Idiot Emeritus
Game Settings
Software: CSC v1.22
Our civ: England
Level: Monarch
Variant: No research, period!
Target Victory: ?
Landmass: Archipelego, 80% water
World Size: Standard
Barbs: Roaming
Rivals: 9, random
Rules (thanks to Lkendter)
1st player gets 20 turns, 10 per therafter
STRICT 24 hours got it, total 48 to complete.
The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.
Variant Rules - No Research, Ever!
Science slider must be set to 0 at all times.
No Scientists may be hired (or tolerated) in any of our settlements.
Libraries, Universities & Research Labs are okay for their cultural impact. The Great Library is also allowed.
Roster:
Admiral K
D. Richter (pikeman)
danz
Sir Clive
keiji
viper275
(open mentor only, otherwise roster full)
The start:
Software: CSC v1.22
Our civ: England
Level: Monarch
Variant: No research, period!
Target Victory: ?
Landmass: Archipelego, 80% water
World Size: Standard
Barbs: Roaming
Rivals: 9, random
Rules (thanks to Lkendter)
1st player gets 20 turns, 10 per therafter
STRICT 24 hours got it, total 48 to complete.
The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.
Variant Rules - No Research, Ever!
Science slider must be set to 0 at all times.
No Scientists may be hired (or tolerated) in any of our settlements.
Libraries, Universities & Research Labs are okay for their cultural impact. The Great Library is also allowed.
Roster:
Admiral K
D. Richter (pikeman)
danz
Sir Clive
keiji
viper275
(open mentor only, otherwise roster full)
The start: